Join us on Twitter and IRC (#ludumdare on Afternet.org) for the Theme Announcement!

Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.You NEED ratings to get a score at the end. Play and Rate games to help others find your game.We’ll be announcing Ludum Dare 36’s August date alongside the results.

New Server: Welcome to the New (less expensive) Server! Find any problems? Report them here.

Super Genome: Hyper Evolution Turbo Edition

*Important Update* Most of the bugs have been worked out, if you had crashes or white textures before those have been fixed now...If you had control issues the keyboard control that was in the debug build for testing is now turned on also, mostly for you trackpad users who don't have a real mouse or a decent nub :P (I asked PoV and he said it was fine since it was essentialy a "port" to allow slower computers and computers without real mice to play) Aside from the standard "click to where you want to move" you can also use wasd (sorry non-qwerty keyboard users, this code was never meant for release, it was just a debug thing)

The source package also now contains a standard makefile instead of just the codeblocks project, and i've included all the headers and engine shared objects packed with it. (don't need to go to my site and download it anymore)

This was built for linux and android, the windows version is a port and my engine is not yet very well tested under windows so there may be some bugs! Please rate the other two versions if possible.

the android version may take a few hours to show up in google play as well.

This is a simple action rpg operated entirely by the mouse (linux and windows) or touch (android). Kill enemies and you will start to evolve parts of your body into parts of theirs (don't kill too many blobs or you'll be stuck a blob for a long time!) Parts can freely mix and match.

See if you can survive and make it to the end! (There IS an end, and it will be obvious when you see it that you need to go there)

Quick Evolution Tips:
* Fighting a single enemy too much has the potential to de-evolve traits you have gotten from other enemies
* There are three "visible" traits in your evolution, head, body, and back. Body in general determines your base defense and attack speed, head determines your base damage and range, back(wings) lets you fly at different speeds depending on wing type
* everything has a tradeoff, for instance a heavy body like the wolfrat has higher defense but will be slower than a lightweight bird body,
* there are more "invisible" traits, that unfortunately i did not have time to sprite. Legs provide a speed boost and can be obtained from any creature that has them (bird,wolf,spider). The bird legs are slow but faster than having none (blob), wolf is fast and spider is fastest.
* the second "invisible" trait is skin type, you start as "naked" type which has no stat changes at all (blob is essentially "pure" no modifiers on all stats), you can evolve hair from wolves, scales from snakes, and feathers from birds, hair has a minor defense bonus, scales has a major defense bonus, and feathers has a speed bonus. Again, they ARE there you just cant see them due to time constraints cutting my spriting short.
* the third invisible property is venom sacs, you either have them or not, you can evolve them from either spider or snake DNA, they cuase enemies to harm themselves when they attempt to attack you after you've hit them at least once
* the last invisible property is the bat's echolocation, which brightens up the rooms, this is only obtainable by bats and is the only property that CANT de-evolve once you have it

Overall there are 36 unique body combinations for your creature that are visible (modular sprites, it mixes and matches them based on your current statistics), in all there are 2304 different combinations of abilities so how you play and what you attack and in what order can have a very VERY drastic effect on how the game plays for you.

interesting, fighting bats works just fine under WINE, maybe it was a misloaded file or something, hmm. If anyone else under windows has issues there's a log file that should generate on a crash, it defaults to the application data folder for this game (the path returned by SHGetFolderPath(NULL, CSIDL_APPDATA, NULL, 0, my_documents); plus /supergenome )

I'm actually pretty interested as this is really my first "real" test of this game engine on windows.

i just pushed a patch for the windows version a few seconds ago, i found a timing issue that would only affect windows and some phones in my engine so now the windows build should work as smoothly as the linux one (hopefully)

Fun game, definitely related to the theme. I like the way the player changes based on what they kill. The art style is really interesting (I like it). Audio could do with being a bit more lively, but it's good enough that it makes me want to keep playing.

I like your game - it fits with the theme really well, and I think that it has a lot of awesome ideas. Not to mention, automatic combat is really charming. I also really like that you are building against your own engine, that is really awesome.

Criticisms: mouse movement is a bit awkward, it's easy to get stuck on corners. Dying forces you to restart the game. It's not clear how many DNA types of each class you have - a bit more information would be nice.

Overall though, great! You clearly put a lot of effort and thought into this, and I think it paid off.

Oh, it's there, there IS an ending, might just be a little too dark to see....perhaps if there was some way to see in the dark :P (*hint*)
also, did some math, there's 2304 possible mutation combinations total (though unfortunately the leg, venom, and other such ones are invisible and not shown due to time contraints making me cut down on how much i was able to sprite). Of actual visible mutations that will change the way your sprite looks there are 36 unique combinations total, so what you kill and how many of them you kill has a HUGE impact on the game, more than you might realize.
also, snwolfbat ftw http://www.midnightfragfest.com/wp-content/gallery/hidden/snwolfbat.png

I played the windows version and there was a bug were my character was a white square the whole time. It was hard to see any differences of the mutations, other then the "See in the dark" thing.
I think I got to the end, but it was just a white screen.

Unfortunately that's not really a bug, that just means your video card doesn't support non-power of 2 sized textures, that's how my engine handles it, it ignores the texture and just draws a quad where the image should be if it throws a gl error like that when loading. I didn't even think of that as i'm used to nvidia cards which have supported non-pow2 since around the geforce 2, i'll re-scale the images and put them back in the zip file to "fix" that just incase. the player sprites are 48x48 pixels so i just need to add blank space to buffer them to 64x64

Very close to theme, the best I had until now. I played quite long but never understood what decide the ammount of hp regenerate after each fight.Eventually I was forced to return at blob place after each fight sessions and I always turned back to the blob dna.
No game crash here, but the gameover screen is 0.1s and the game stop. that's brutal. The move control by click is also a bit frustrating you always get stucks in wall.

It's nice that you've fixed those pesky problems with the windows version. Now the game is much more enjoyable. I like how high gameplay potential it has, and that we had pretty similiar ideas for the game :).

Whoa, it seems this is running very fast. my blob is rushing through the world. I like the concept very much but due to the controls it's hard to really do something instead getting caught bei enemies all the time. Sadly I got the Bat-crash on windows as well. Would like to see this post-compo. Well done!

After talking with madpew on irc about the "bat crash" it turns out it's not a crash, the timer function on windows is running a little faster than it should be, i ran out of time so when you die it just tosses up a "game over" splash then shuts the engine down a few seconds later...on windows it's happening a few MILLISECONDS later, so rest assured, it's not crashing, you just died and lost the game and unfortunately in-game restart feature had to be cut due to me not having time, mostly since i couldnt work on it most of saturday.

The above is me typing using a QWERTY layout. Since my keyboard has an AZERTY layouts there's nothing I dislike more than hard-coded WASD controls -_-'

Aside from the pet-peeve though, you've followed the theme well, even if that's not technically how evolution works :P The gameplay does come down to moving to an enemy and waiting for it to die though... maybe I'm just not much of an RPG fan.

Overall: this is a great achievement for a 48 hour game using SDL (you're insane - use something easier next time!). Congratulations :)

Cool! I was really hoping to evolve echolocation, but it never seemed to happen, and it seems I can get through the dark cave without it.

It would be nice to be able to move more smoothly, the keyboard controls are a bit jerky and with the mouse it's too easy to click outside the window. I'm not really sure what I'm supposed to do to win fights: sometimes I'm left with tons of HP, and sometimes I lose a lot of HP, and I'm not exactly sure why.

I like the concept though, and it would be nice to be able to figure out how to apply various critter DNA to get past obstacles. I could fly over the mushrooms that hurt me with bat wings, but I never figured out why I'd want to be a snake, for example.

There's actually a room that's pitch black right before the end room that is impossible to get through without echolocation, it makes the other rooms easier but if you go into the super dark room without it you get a text prompt that you barely made it back out and it kicks you back to where you entered.

And yeah, the game really could have used a stats window to show all of the statistics being modified (base damage, poison damage, armor, speed, vision type, and flight status), it was on the todo list but had to be cut in favor of actually having graphics O_x Snakes will give you poison and extra defense, best combined with the body of something else you can take far less damage and enemies will damage themselves. They actually make it quite a bit easier to survive. The amount of hp you will "lose" in a fight is pretty much determined by your dna status, birds and bat bodies will take more damage where snake and wolfrat bodies are more resiliant.

Goddamit, I wanted those spider legs so badly, but after killing all those spiders over and over, I just lost my bat wings. :) I love the general idea, the sentence "you are what you eat" makes actual sense right now! ;)

The idea is perfect. I would like to see some feedback, what am I getting from different DNAs, and under Windows the game runs a little too fast, but you're already aware of these. Other than that, the game is very playable. It's fun watching as the hero changes during the game and I would like to see this concept taken further. Great entry.